using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace FirstGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //graphics.PreferredBackBufferWidth = 800;
            //graphics.PreferredBackBufferHeight = 600;
            //graphics.PreferMultiSampling = false;
            //graphics.IsFullScreen = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>

        ScreenManager screenmanager;

        private InputSystem input;
        private MapWithCell mapWithCell;
        //IntroScreen introscreen;
        My2Dsprite cursor;
        

        float With, Height;
        SpriteFont font;
        
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            screenmanager = new ScreenManager(Content);
            With = GraphicsDevice.Viewport.Width;
            Height= GraphicsDevice.Viewport.Height;
            //test mapwithcell
            input = new InputSystem();
            mapWithCell = new MapWithCell(Content, "RhombusMap\\", 20, 10, new Vector2(0,0), new Vector2(With,Height));
            Texture2D[] curTexture = new Texture2D[1];
            curTexture[0] = Content.Load<Texture2D>("Cursor\\cursor1");
            cursor = new My2Dsprite(curTexture, screenmanager.Input.CurPoint);
            
            font = Content.Load<SpriteFont>("Font\\menufont");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            
            screenmanager.Update(gameTime);
            mapWithCell.Update(gameTime,screenmanager.Input);
            input.Update();
            cursor.Update(gameTime);
            cursor.Position = input.CurPoint;
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();


            //screenmanager.Draw(gameTime, spriteBatch);
            mapWithCell.Draw(gameTime,spriteBatch);

            //spriteBatch.DrawString(font, With.ToString() + "\n" + Height.ToString(), Vector2.Zero, Color.White);
           
            cursor.Draw(gameTime, spriteBatch, 255);

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
